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const express = require('express');
const http = require('http');
const { Server } = require('socket.io');
const path = require('path');
const wordLists = require('./words');
const app = express();
const server = http.createServer(app);
const io = new Server(server, { cors: { origin: '*' } });
const PORT = process.env.PORT || 7860;
app.use(express.static(path.join(__dirname, 'public')));
// /game now served by index.html (single page app)
app.get('*', (req, res) => res.sendFile(path.join(__dirname, 'public', 'index.html')));
// ─── In-memory game state ───────────────────────────────────────────────────
const rooms = {};
function genCode() {
let code;
do { code = Math.random().toString(36).substring(2, 8).toUpperCase(); } while (rooms[code]);
return code;
}
function getWords(settings, count = 3) {
let pool = [];
if (settings.wordMode === 'custom' && settings.customWords.length >= count) {
pool = [...settings.customWords];
} else if (settings.wordMode === 'mixed') {
const cats = settings.categories || Object.keys(wordLists);
cats.forEach(c => { if (wordLists[c]) pool = pool.concat(wordLists[c]); });
pool = pool.concat(settings.customWords || []);
} else {
const cats = settings.categories || Object.keys(wordLists);
cats.forEach(c => { if (wordLists[c]) pool = pool.concat(wordLists[c]); });
}
pool = [...new Set(pool)];
const choices = [];
while (choices.length < count && pool.length > 0) {
const i = Math.floor(Math.random() * pool.length);
choices.push(pool.splice(i, 1)[0]);
}
return choices;
}
function hintMask(word, revealed) {
return word.split('').map((c, i) => c === ' ' ? ' ' : revealed.includes(i) ? c : '_').join('');
}
function levenshtein(a, b) {
const dp = Array.from({ length: a.length + 1 }, (_, i) =>
Array.from({ length: b.length + 1 }, (_, j) => i === 0 ? j : j === 0 ? i : 0));
for (let i = 1; i <= a.length; i++)
for (let j = 1; j <= b.length; j++)
dp[i][j] = a[i-1] === b[j-1] ? dp[i-1][j-1] : 1 + Math.min(dp[i-1][j], dp[i][j-1], dp[i-1][j-1]);
return dp[a.length][b.length];
}
function createRoom(settings = {}) {
const id = genCode();
rooms[id] = {
id,
host: null,
players: [],
spectators: [],
state: 'waiting',
settings: {
maxPlayers: 10,
rounds: 3,
drawTime: 80,
wordChoices: 3,
customWords: [],
wordMode: 'normal',
categories: Object.keys(wordLists),
teamMode: false,
suddenDeath: false,
quickDraw: false,
hintsEnabled: true,
...settings
},
currentRound: 0,
drawerOrder: [],
currentDrawerIndex: 0,
currentWord: null,
wordChoices: [],
drawStrokes: [],
timer: null,
chooseTimer: null,
hintTimer1: null,
hintTimer2: null,
timeLeft: 0,
totalTime: 80,
hintsRevealed: [],
roundStartTime: null,
roundScores: [],
usedWords: [],
teams: { red: [], blue: [] },
scoreHistory: [], // [{round, scores:[{id,score}]}] for graph
};
return id;
}
function addPlayer(room, sid, name, avatar) {
const player = {
id: sid,
name: (name || 'Player').substring(0, 20),
score: 0,
avatar: avatar || { color: `hsl(${Math.floor(Math.random()*360)},70%,60%)`, icon: '😀' },
team: null,
streak: 0,
powerUps: { revealLetter: 1, timeWarp: 1, bomb: 1 },
achievements: [],
isDrawing: false,
hasGuessed: false,
guessTime: null,
isSpectator: false,
wordsDrawn: 0,
};
room.players.push(player);
return player;
}
function getPlayer(room, sid) {
return room.players.find(p => p.id === sid) || room.spectators.find(p => p.id === sid);
}
function clearAllTimers(room) {
if (room.timer) { clearInterval(room.timer); room.timer = null; }
if (room.chooseTimer) { clearTimeout(room.chooseTimer); room.chooseTimer = null; }
if (room.hintTimer1) { clearTimeout(room.hintTimer1); room.hintTimer1 = null; }
if (room.hintTimer2) { clearTimeout(room.hintTimer2); room.hintTimer2 = null; }
}
function shuffle(arr) {
for (let i = arr.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[arr[i], arr[j]] = [arr[j], arr[i]];
}
return arr;
}
function getRoomData(room) {
return {
id: room.id,
host: room.host,
state: room.state,
settings: room.settings,
players: room.players,
spectators: room.spectators,
currentRound: room.currentRound,
totalRounds: room.settings.rounds,
teams: room.teams,
};
}
function broadcastPlayers(room) {
io.to(room.id).emit('playerUpdate', { players: room.players });
}
// ─── Game Flow ───────────────────────────────────────────────────────────────
function startGame(room) {
if (room.players.length === 0) return;
room.state = 'playing';
room.currentRound = 1;
room.scoreHistory = [];
room.usedWords = [];
room.players.forEach(p => {
p.score = 0; p.streak = 0; p.achievements = [];
p.powerUps = { revealLetter: 1, timeWarp: 1, bomb: 1 };
});
if (room.settings.teamMode) assignTeams(room);
room.drawerOrder = shuffle(room.players.map(p => p.id));
room.currentDrawerIndex = 0;
startRound(room);
}
function assignTeams(room) {
room.teams = { red: [], blue: [] };
room.players.forEach((p, i) => {
p.team = i % 2 === 0 ? 'red' : 'blue';
room.teams[p.team].push(p.id);
});
}
function startRound(room) {
clearAllTimers(room);
room.players.forEach(p => { p.hasGuessed = false; p.isDrawing = false; p.guessTime = null; });
room.drawStrokes = [];
room.hintsRevealed = [];
room.roundScores = [];
room.currentWord = null;
// Find drawer, skip if missing
let drawerFound = false;
while (!drawerFound && room.currentDrawerIndex < room.drawerOrder.length) {
const drawerId = room.drawerOrder[room.currentDrawerIndex];
const drawer = room.players.find(p => p.id === drawerId);
if (drawer) { drawer.isDrawing = true; drawerFound = true; }
else room.currentDrawerIndex++;
}
if (!drawerFound) { nextTurn(room); return; }
const drawer = room.players.find(p => p.isDrawing);
const choices = getWords(room.settings, room.settings.wordChoices);
room.wordChoices = choices;
room.state = 'choosing';
io.to(room.id).emit('roundStart', {
round: room.currentRound,
totalRounds: room.settings.rounds,
drawer: { id: drawer.id, name: drawer.name, avatar: drawer.avatar },
players: room.players,
});
io.to(drawer.id).emit('chooseWord', { choices });
room.chooseTimer = setTimeout(() => {
if (room.state === 'choosing') {
wordChosen(room, choices[Math.floor(Math.random() * choices.length)]);
}
}, 15000);
}
function wordChosen(room, word) {
clearAllTimers(room);
room.currentWord = word;
room.usedWords.push(word);
room.state = 'drawing';
const drawTime = room.settings.quickDraw ? 20 : room.settings.drawTime;
room.timeLeft = drawTime;
room.totalTime = drawTime;
room.roundStartTime = Date.now();
const drawer = room.players.find(p => p.isDrawing);
const mask = hintMask(word, []);
const lengths = word.split(' ').map(w => w.length);
io.to(drawer.id).emit('wordChosen', { word, hint: mask, lengths, isDrawer: true });
socket_to_room_except(room.id, drawer.id, 'wordChosen', { word: null, hint: mask, lengths, isDrawer: false });
// Auto hints
if (room.settings.hintsEnabled) {
room.hintTimer1 = setTimeout(() => { if (room.state === 'drawing') revealHint(room); }, drawTime * 500);
room.hintTimer2 = setTimeout(() => { if (room.state === 'drawing') revealHint(room); }, drawTime * 750);
}
// Countdown
room.timer = setInterval(() => {
room.timeLeft--;
io.to(room.id).emit('timerUpdate', { timeLeft: room.timeLeft, totalTime: room.totalTime });
if (room.timeLeft <= 0) endRound(room);
}, 1000);
}
function socket_to_room_except(roomId, exceptId, event, data) {
io.to(roomId).except(exceptId).emit(event, data);
}
function revealHint(room) {
const word = room.currentWord;
if (!word) return;
const unrevealed = [];
word.split('').forEach((c, i) => { if (c !== ' ' && !room.hintsRevealed.includes(i)) unrevealed.push(i); });
if (unrevealed.length === 0) return;
const n = Math.max(1, Math.floor(unrevealed.length * 0.3));
const picks = shuffle([...unrevealed]).slice(0, n);
room.hintsRevealed.push(...picks);
const drawer = room.players.find(p => p.isDrawing);
const hint = hintMask(word, room.hintsRevealed);
socket_to_room_except(room.id, drawer?.id || '', 'hintUpdate', { hint, revealed: room.hintsRevealed });
}
function checkGuess(room, sid, text) {
if (!room.currentWord || room.state !== 'drawing') return 'ignore';
const player = room.players.find(p => p.id === sid);
if (!player || player.hasGuessed || player.isDrawing) return 'ignore';
const guess = text.trim().toLowerCase();
const answer = room.currentWord.toLowerCase();
if (guess === answer) {
const elapsed = (Date.now() - room.roundStartTime) / 1000;
const timeRatio = Math.max(0, 1 - elapsed / room.totalTime);
const baseScore = 200;
const timeBonus = Math.round(timeRatio * 300);
const firstBonus = room.roundScores.length === 0 ? 50 : 0;
const streakBonus = player.streak * 25;
const total = baseScore + timeBonus + firstBonus + streakBonus;
player.hasGuessed = true;
player.guessTime = elapsed;
player.score += total;
player.streak++;
player.wordsDrawn;
const drawer = room.players.find(p => p.isDrawing);
if (drawer) {
const drawerGain = Math.round(50 + (room.roundScores.length === 0 ? 0 : 10));
drawer.score += drawerGain;
}
room.roundScores.push({ id: sid, score: total, time: elapsed });
checkAchievements(room, player);
const nonDrawers = room.players.filter(p => !p.isDrawing && !p.isSpectator);
if (nonDrawers.every(p => p.hasGuessed)) setTimeout(() => endRound(room), 1500);
return { correct: true, score: total, streak: player.streak, firstBonus };
}
const dist = levenshtein(guess, answer);
if (dist <= 2 && guess.length > 2) return 'close';
if (room.settings.suddenDeath) {
player.score = Math.max(0, player.score - 15);
broadcastPlayers(room);
}
return 'wrong';
}
function checkAchievements(room, player) {
const unlocked = [];
const add = (id, name, desc) => {
if (!player.achievements.includes(id)) {
player.achievements.push(id);
unlocked.push({ id, name, desc });
}
};
if (player.guessTime < 8) add('speed_demon', '⚡ Speed Demon', 'Guessed in under 8 seconds!');
if (player.streak >= 3) add('on_fire', '🔥 On Fire', '3 correct guesses in a row!');
if (player.streak >= 5) add('unstoppable', '💎 Unstoppable', '5 in a row!');
if (room.roundScores.length === 1) add('first_blood', '🩸 First Blood', 'First to guess the word!');
if (room.hintsRevealed.length === 0 && player.guessTime < room.totalTime * 0.5)
add('no_hints', '🕵️ Sherlock', 'Guessed with zero hints revealed!');
if (unlocked.length > 0) io.to(player.id).emit('achievementUnlocked', unlocked);
}
function endRound(room) {
clearAllTimers(room);
if (room.state === 'intermission' || room.state === 'ended') return;
room.state = 'intermission';
const drawer = room.players.find(p => p.isDrawing);
// Picasso achievement
const nonDrawers = room.players.filter(p => !p.isDrawing && !p.isSpectator);
if (drawer && nonDrawers.length > 0 && nonDrawers.every(p => p.hasGuessed)) {
if (!drawer.achievements.includes('picasso')) {
drawer.achievements.push('picasso');
io.to(drawer.id).emit('achievementUnlocked', [{ id: 'picasso', name: '🎨 Picasso', desc: 'Everyone guessed your drawing!' }]);
}
drawer.score += 100; // bonus
}
// Record score history
room.scoreHistory.push({
round: room.currentRound,
drawerTurn: room.currentDrawerIndex,
scores: room.players.map(p => ({ id: p.id, name: p.name, score: p.score }))
});
io.to(room.id).emit('roundEnd', {
word: room.currentWord,
scores: room.players.map(p => ({
id: p.id, name: p.name, score: p.score, avatar: p.avatar,
roundGain: room.roundScores.find(r => r.id === p.id)?.score || 0,
guessTime: p.guessTime,
})),
drawStrokes: room.drawStrokes,
drawer: drawer ? { id: drawer.id, name: drawer.name } : null,
scoreHistory: room.scoreHistory,
});
room.timer = setTimeout(() => {
if (!rooms[room.id]) return;
nextTurn(room);
}, 7000);
}
function nextTurn(room) {
clearAllTimers(room);
room.currentDrawerIndex++;
if (room.currentDrawerIndex >= room.drawerOrder.length) {
room.currentRound++;
if (room.currentRound > room.settings.rounds) { endGame(room); return; }
room.drawerOrder = shuffle(room.players.map(p => p.id));
room.currentDrawerIndex = 0;
}
if (room.players.length < 1) {
room.state = 'waiting';
io.to(room.id).emit('gameAborted', { reason: 'Not enough players' });
return;
}
startRound(room);
}
function endGame(room) {
clearAllTimers(room);
room.state = 'ended';
const sorted = [...room.players].sort((a, b) => b.score - a.score);
// Victory achievement
if (sorted[0]) {
const winner = sorted[0];
if (!winner.achievements.includes('champion')) {
winner.achievements.push('champion');
io.to(winner.id).emit('achievementUnlocked', [{ id: 'champion', name: '👑 Champion', desc: 'You won the game!' }]);
}
}
io.to(room.id).emit('gameEnd', {
players: sorted.map((p, i) => ({
id: p.id, name: p.name, score: p.score,
rank: i + 1, achievements: p.achievements, avatar: p.avatar, streak: p.streak
})),
scoreHistory: room.scoreHistory,
});
setTimeout(() => { if (rooms[room.id]) delete rooms[room.id]; }, 60000);
}
// ─── Socket.IO ───────────────────────────────────────────────────────────────
io.on('connection', (socket) => {
socket.on('createRoom', ({ name, avatar, settings }) => {
const id = createRoom(settings || {});
const room = rooms[id];
room.host = socket.id;
const player = addPlayer(room, socket.id, name, avatar);
socket.join(id);
socket.roomId = id;
socket.emit('roomCreated', { roomId: id, player, room: getRoomData(room) });
});
socket.on('joinRoom', ({ roomId, name, avatar, asSpectator }) => {
const code = (roomId || '').toUpperCase().trim();
const room = rooms[code];
if (!room) { socket.emit('joinError', { message: 'Room not found. Check the code!' }); return; }
if (room.players.length >= room.settings.maxPlayers) {
socket.emit('joinError', { message: 'Room is full! (max ' + room.settings.maxPlayers + ')' }); return;
}
socket.join(code);
socket.roomId = code;
let player;
if (asSpectator) {
player = addPlayer(room, socket.id, name, avatar);
player.isSpectator = true;
room.players = room.players.filter(p => p.id !== socket.id);
room.spectators.push(player);
} else {
player = addPlayer(room, socket.id, name, avatar);
// If joining mid-game, mark as late joiner (they wait for next round to draw)
if (room.state !== 'waiting') {
player.lateJoin = true;
}
}
socket.emit('roomJoined', { player, room: getRoomData(room) });
socket.to(code).emit('playerJoined', { player, players: room.players, spectators: room.spectators });
});
socket.on('joinRandom', ({ name, avatar }) => {
// Find a waiting matchmaking room (including ones in grace period with 0 players)
let room = Object.values(rooms).find(r =>
r.state === 'waiting' &&
r.isMatchmaking === true &&
r.players.length < r.settings.maxPlayers
);
const isNewRoom = !room;
if (!room) {
const id = createRoom();
room = rooms[id];
room.isMatchmaking = true;
room.host = socket.id;
room.mmStartTime = Date.now(); // track when matchmaking started
}
// Cancel grace-period deletion timer if rejoining
if (room._graceTimer) {
clearTimeout(room._graceTimer);
delete room._graceTimer;
}
const player = addPlayer(room, socket.id, name, avatar);
socket.join(room.id);
socket.roomId = room.id;
if (room.players.length === 1) room.host = socket.id;
socket.emit('roomJoined', { player, room: getRoomData(room) });
socket.to(room.id).emit('playerJoined', { player, players: room.players });
if (room.players.length >= 2) {
// ── 2+ players: cancel solo timer, start 10s multiplayer countdown ──
if (room.matchmakingTimer) { clearTimeout(room.matchmakingTimer); room.matchmakingTimer = null; }
if (room.matchmakingCountdown) { clearInterval(room.matchmakingCountdown); room.matchmakingCountdown = null; }
let secs = 10;
io.to(room.id).emit('matchmakingUpdate', { players: room.players.length, needed: 2, countdown: secs, waiting: false });
room.matchmakingCountdown = setInterval(() => {
secs--;
io.to(room.id).emit('matchmakingUpdate', { players: room.players.length, needed: 2, countdown: secs, waiting: false });
if (secs <= 0) { clearInterval(room.matchmakingCountdown); room.matchmakingCountdown = null; }
}, 1000);
room.matchmakingTimer = setTimeout(() => {
if (!rooms[room.id] || room.state !== 'waiting') return;
room.isMatchmaking = false;
startGame(room);
}, 10000);
} else {
// ── 1 player: only start timers if NOT already running (prevents reset on reconnect) ──
if (!room.matchmakingTimer) {
room.mmStartTime = Date.now();
const SOLO_WAIT = 30000;
// Send initial countdown
io.to(room.id).emit('matchmakingUpdate', { players: 1, needed: 2, countdown: 30, waiting: true });
room.matchmakingCountdown = setInterval(() => {
if (!rooms[room.id]) { clearInterval(room.matchmakingCountdown); return; }
const elapsed = Date.now() - room.mmStartTime;
const remaining = Math.max(0, Math.ceil((SOLO_WAIT - elapsed) / 1000));
io.to(room.id).emit('matchmakingUpdate', {
players: room.players.length,
needed: 2,
countdown: remaining,
waiting: room.players.length < 2
});
if (remaining <= 0) { clearInterval(room.matchmakingCountdown); room.matchmakingCountdown = null; }
}, 1000);
room.matchmakingTimer = setTimeout(() => {
if (!rooms[room.id] || room.state !== 'waiting') return;
if (room.players.length === 0) { delete rooms[room.id]; return; } // nobody reconnected
room.isMatchmaking = false;
room.settings.rounds = 3;
startGame(room);
}, SOLO_WAIT);
} else {
// Timer already running — just send current remaining time to this (re)joining socket
const elapsed = Date.now() - (room.mmStartTime || Date.now());
const remaining = Math.max(0, Math.ceil((30000 - elapsed) / 1000));
socket.emit('matchmakingUpdate', { players: room.players.length, needed: 2, countdown: remaining, waiting: true });
}
}
});
// CRITICAL: When page reloads after game starts, new socket must rejoin room
socket.on('rejoinGame', ({ roomId, name, avatar }) => {
const code = (roomId || '').toUpperCase().trim();
const room = rooms[code];
if (!room) { socket.emit('rejoinError', { message: 'Room expired or not found' }); return; }
socket.join(code);
socket.roomId = code;
// Check if player with same name already exists (reconnect)
let player = room.players.find(p => p.name === name);
if (player) {
// Update their socket id to the new one
const oldId = player.id;
player.id = socket.id;
// Update host if needed
if (room.host === oldId) room.host = socket.id;
// Update drawerOrder
const di = room.drawerOrder.indexOf(oldId);
if (di !== -1) room.drawerOrder[di] = socket.id;
} else {
// New player joining mid-game
if (room.players.length >= room.settings.maxPlayers) {
socket.emit('rejoinError', { message: 'Room is full!' }); return;
}
player = addPlayer(room, socket.id, name, avatar);
player.lateJoin = true;
}
// Send current game state so they can sync up
const drawer = room.players.find(p => p.isDrawing);
socket.emit('gameRejoined', {
player,
room: getRoomData(room),
state: room.state,
round: room.currentRound,
totalRounds: room.settings.rounds,
drawer: drawer ? { id: drawer.id, name: drawer.name, avatar: drawer.avatar } : null,
players: room.players,
hint: room.currentWord ? hintMask(room.currentWord, room.hintsRevealed) : null,
timeLeft: room.timeLeft,
totalTime: room.totalTime,
drawStrokes: room.drawStrokes,
isDrawer: drawer?.id === socket.id,
word: drawer?.id === socket.id ? room.currentWord : null,
});
// Tell others this player is back
socket.to(code).emit('playerJoined', { player, players: room.players });
});
socket.on('startGame', () => {
const room = rooms[socket.roomId];
if (!room) return;
if (room.host !== socket.id) { socket.emit('gameError', { message: 'Only the host can start' }); return; }
if (room.players.length < 2) { socket.emit('gameError', { message: 'Need at least 2 players' }); return; }
startGame(room);
});
socket.on('chooseWord', ({ word }) => {
const room = rooms[socket.roomId];
if (!room || room.state !== 'choosing') return;
const player = room.players.find(p => p.id === socket.id);
if (!player?.isDrawing || !room.wordChoices.includes(word)) return;
wordChosen(room, word);
});
socket.on('draw', (data) => {
const room = rooms[socket.roomId];
if (!room || room.state !== 'drawing') return;
const player = room.players.find(p => p.id === socket.id);
if (!player?.isDrawing) return;
const stamped = { ...data, t: Date.now() - (room.roundStartTime || Date.now()) };
room.drawStrokes.push(stamped);
socket.to(socket.roomId).emit('draw', data);
});
socket.on('clearCanvas', () => {
const room = rooms[socket.roomId];
if (!room || room.state !== 'drawing') return;
const player = room.players.find(p => p.id === socket.id);
if (!player?.isDrawing) return;
room.drawStrokes = [{ type: 'clear', t: 0 }];
io.to(socket.roomId).emit('clearCanvas');
});
socket.on('guess', ({ text }) => {
const room = rooms[socket.roomId];
if (!room || !text) return;
const player = getPlayer(room, socket.id);
if (!player) return;
// Block drawer from revealing word in chat
if (player.isDrawing) {
socket.emit('chatMessage', { system: true, text: '🤫 You cannot chat while drawing!', type: 'warn' });
return;
}
const result = checkGuess(room, socket.id, text);
if (result === 'ignore') return;
if (result?.correct) {
socket.emit('correctGuess', { score: result.score, streak: result.streak, firstBonus: result.firstBonus });
io.to(socket.roomId).emit('chatMessage', {
system: true,
text: `🎉 ${player.name} guessed it! (+${result.score}pts${result.streak > 1 ? ` 🔥x${result.streak}` : ''})`,
type: 'correct'
});
broadcastPlayers(room);
} else if (result === 'close') {
socket.emit('chatMessage', { system: true, text: `🌡️ So close! Keep trying...`, type: 'close' });
io.to(socket.roomId).emit('chatMessage', { sender: player.name, text: '...', playerId: socket.id, type: 'guess' });
} else {
io.to(socket.roomId).emit('chatMessage', { sender: player.name, text, playerId: socket.id, type: 'guess' });
}
});
socket.on('chatMessage', ({ text }) => {
const room = rooms[socket.roomId];
if (!room || !text) return;
const player = getPlayer(room, socket.id);
if (!player) return;
// Only allow chat in non-drawing state or for spectators
if (room.state === 'drawing' && !player.isSpectator) {
// This goes through guess flow - ignore raw chat
return;
}
io.to(socket.roomId).emit('chatMessage', { sender: player.name, text: text.substring(0, 120), playerId: socket.id, type: 'chat' });
});
socket.on('usePowerUp', ({ type }) => {
const room = rooms[socket.roomId];
if (!room || room.state !== 'drawing') return;
const player = room.players.find(p => p.id === socket.id);
if (!player || player.isDrawing || !player.powerUps[type] || player.powerUps[type] <= 0) return;
player.powerUps[type]--;
if (type === 'revealLetter') {
revealHint(room);
io.to(socket.roomId).emit('chatMessage', { system: true, text: `🔍 ${player.name} revealed a letter!`, type: 'powerup' });
} else if (type === 'timeWarp') {
room.timeLeft = Math.min(room.timeLeft + 15, room.totalTime);
io.to(socket.roomId).emit('timerUpdate', { timeLeft: room.timeLeft, totalTime: room.totalTime });
io.to(socket.roomId).emit('chatMessage', { system: true, text: `⏰ ${player.name} warped time! +15s`, type: 'powerup' });
} else if (type === 'bomb') {
room.drawStrokes = [{ type: 'clear', t: Date.now() - room.roundStartTime }];
io.to(socket.roomId).emit('clearCanvas');
io.to(socket.roomId).emit('chatMessage', { system: true, text: `💣 ${player.name} dropped a BOMB! Canvas cleared!`, type: 'powerup' });
}
socket.emit('powerUpUsed', { type, remaining: player.powerUps });
});
socket.on('reaction', ({ emoji }) => {
const room = rooms[socket.roomId];
if (!room) return;
const player = getPlayer(room, socket.id);
io.to(socket.roomId).emit('reaction', { emoji, name: player?.name || 'Someone' });
});
socket.on('updateSettings', (settings) => {
const room = rooms[socket.roomId];
if (!room || room.host !== socket.id || room.state !== 'waiting') return;
Object.assign(room.settings, settings);
io.to(socket.roomId).emit('settingsUpdated', room.settings);
});
socket.on('kickPlayer', ({ playerId }) => {
const room = rooms[socket.roomId];
if (!room || room.host !== socket.id) return;
const target = io.sockets.sockets.get(playerId);
if (target) {
target.emit('kicked', { reason: 'You were kicked by the host' });
target.leave(socket.roomId);
}
room.players = room.players.filter(p => p.id !== playerId);
io.to(socket.roomId).emit('playerLeft', { playerId, players: room.players });
});
socket.on('requestReplay', () => {
// Allow replay of last round strokes - sent on roundEnd already
});
socket.on('disconnect', () => {
const room = rooms[socket.roomId];
if (!room) return;
const wasDrawing = room.players.find(p => p.id === socket.id)?.isDrawing;
room.players = room.players.filter(p => p.id !== socket.id);
room.spectators = room.spectators.filter(p => p.id !== socket.id);
if (room.players.length === 0 && room.spectators.length === 0) {
if (room.isMatchmaking && room.matchmakingTimer) {
// Keep room + matchmaking timers alive; give mobile 15s to reconnect
room._graceTimer = setTimeout(() => {
const r = rooms[socket.roomId];
if (r && r.players.length === 0) {
if (r.matchmakingTimer) clearTimeout(r.matchmakingTimer);
if (r.matchmakingCountdown) clearInterval(r.matchmakingCountdown);
clearAllTimers(r);
delete rooms[socket.roomId];
}
}, 15000);
} else {
clearAllTimers(room);
if (room.matchmakingTimer) clearTimeout(room.matchmakingTimer);
if (room.matchmakingCountdown) clearInterval(room.matchmakingCountdown);
delete rooms[socket.roomId];
}
return;
}
if (room.host === socket.id && room.players.length > 0) {
room.host = room.players[0].id;
io.to(room.host).emit('youAreHost');
}
io.to(socket.roomId).emit('playerLeft', { playerId: socket.id, players: room.players });
if (wasDrawing && (room.state === 'drawing' || room.state === 'choosing')) {
endRound(room);
}
if (room.players.length < 1 && room.state !== 'waiting' && room.state !== 'ended') {
clearAllTimers(room);
room.state = 'waiting';
io.to(socket.roomId).emit('gameAborted', { reason: 'Not enough players to continue' });
}
});
});
server.listen(PORT, '0.0.0.0', () => {
console.log(`🎨 Drawable running at http://localhost:${PORT}`);
});